A chip-poker night to start the next branch of the never-ending tournament.
♠
FIRST TIME? YOU BELONG HERE.
These rules are being finalized by Professor Mitchell’s team and are subject to change before game night.
You don’t need to know Texas Hold’em to start.
People will show everyone how to play. We’ll demonstrate the game, welcome questions and help each other along the way.
Take your time. Ask whenever something is unclear. The goal is a fun, low-pressure night together—not a test of what you already know.
Everyone starts with ten chips, receives two private cards and sees the three-card flop before any betting decision.
THE GAME
Texas Hold’em. See the flop first.
Each player starts with ten chips.
Deal everyone two private cards.
Show the three-card flop—the first three public community cards—before anyone can bet.
Everyone gets to see the flop and take part in every hand before any betting decision.
The largest stacks take the podium.
At the scheduled end, the three largest chip stacks earn 10, 5 and 3 series points, respectively. All other places earn 0. Tied stacks require a tiebreaker; there are no shared event places.
Take your time. Protect your chips.
There is no pressure to act or bet quickly. Protecting your chips is a valid choice.
With no blinds or antes, someone who never bets could finish highly depending on the other players’ stacks at the scheduled end. That is a possibility, not a guaranteed result.
House rules and remaining decision
Blinds / antes · confirmed: no blinds and no antes.
Tiebreaker method: tied stacks require a tiebreaker with no shared event places. The specific method is still to be announced; ambiguous tied places cannot receive points until resolved.
Game chips and KOHF series placement points are separate. No event results recorded.
TOURNAMENT POINTS
Every finish has its place.
101st place52nd place33rd place0All others
Cumulative placement points. No participation points. Absence does not remove a character or change their score.
Poker placements come from chip stacks at the scheduled end. Tied stacks must be resolved by a tiebreaker before points are awarded; the method is still to be announced. Equal cumulative series totals continue to share a leaderboard rank.
SKILLTREE QUICK REFERENCE
A little help. Whenever you need it.
OUR HOUSE RULES · CONFIRMED
10 starting chips. No blinds. No antes. Two private cards, then the free three-card flop before anyone bets.
Follow one hand
The flow below includes our house adaptation. It deliberately skips the usual pre-flop betting.
1
Two private cards
Only you see these.
A♠K♦
No blinds. No antes. No betting yet.
2
Free flop: three shared cards
Everyone sees these before the first betting decision.
Q♥9♣2♠
Now take turns checking or betting. Ask for help whenever you need it.
3
Turn: one more shared card
The board now has four cards.
J♦
Another betting round.
4
River: the last shared card
The board now has five cards.
10♣
Final betting round.
5
Showdown
Remaining players compare their best five cards.
A♠K♦Q♥J♦10♣
This teaching example makes an ace-high straight. If everyone else folds earlier, the remaining player wins the pot.
Teaching cards only—not an event result. A pot is the chips put into the current hand.
What beats what?
Strongest at the top. Standard Hold’em uses your best five of seven: the two private cards plus five shared cards. You may use zero, one or two private cards.
1
Royal Flush
A♠K♠Q♠J♠10♠
A, K, Q, J, 10; one suit.
2
Straight Flush
9♥8♥7♥6♥5♥
Five consecutive ranks; one suit.
3
Four of a Kind
Q♠Q♥Q♦Q♣2♠
Four matching ranks, plus one card.
4
Full House
K♠K♥K♦4♣4♥
Three matching ranks and a pair.
5
Flush
A♦J♦8♦5♦2♦
Five cards sharing a suit.
6
Straight
9♠8♥7♦6♣5♠
Five consecutive ranks; mixed suits.
7
Three of a Kind
7♠7♥7♦K♣2♥
Three matching ranks; two other cards.
8
Two Pair
J♠J♥4♦4♣A♥
Two pairs; one other card.
9
One Pair
10♠10♥K♦8♣3♥
One pair; three other cards.
10
High Card
A♠J♥8♦6♣3♥
No above combination; compare highest cards.
Aces and ties
A straight can use A–2–3–4–5 or 10–J–Q–K–A. It cannot wrap around (Q–K–A–2–3 is not a straight). Compare ranks and kickers where needed; suits never break a hand tie. Equal best five-card hands tie.
Hand ties are different from equal chip stacks at the event finish; that event tiebreaker method is still TBA.
Your turn: five useful words
Check
No bet to match? Pass the action and keep your cards.
Bet
Put chips in when nobody has opened the betting.
Call
Match the current bet.
Raise
Increase the bet others must answer.
Fold
Leave this hand. Chips already committed stay in the pot.
When facing a bet, you cannot check: call, raise or fold. Take your time and ask someone to explain your options. No pressure to act quickly.
Standard basics checked against PokerStars hand rankings and Hold’em rules. Our no-blind/no-ante, free-flop-first format is the owner’s house adaptation. Pokémon pilot modifiers are a separate rule layer.
COINS + NERD MODE
Know your coins. Ask before you use one.
We’ll demonstrate the coins and explain the switch together. Questions are welcome; no Pokémon knowledge is needed.
Two play blocks · pilot plan
90 minutes Normal → about 15 minutes break → 90 minutes Nerd Mode. The break is outside the two playing blocks. The host will explain the change of phase; showing a panel on this page does not activate powers.
Normal is the first block without special powers. The second block is the planned power-testing phase. Each player’s own contribution is capped at two coins per betting round (street) and three coins total per hand. These are contribution caps, not a count of power activations.
Base currency · name verified
Tepig
The base physical currency is Tepig. Reflected gold/silver colors do not establish different denominations. Starting stack remains 10 chips; game currency is separate from KOHF series placement points.
Nerd Mode pilot · provisional powers
These rules are being finalized by Professor Mitchell’s team and are subject to change before game night.
These six powers are the testing baseline. Detailed timing, bonus eligibility, side-pot handling, bag balance and Darkrai’s unlock point are still being finalized.
This page switch only shows or hides the pilot reference. It changes no chips, turn order, gameplay phase or series score. Visual presentation and actual gameplay rules are separate.
Power-use baseline for testing: powers are used on your own turn except Froakie’s immediate counter. One attempt per player per hand. Extra copies provide extra later uses, not extra attempts in the same hand. Ability ownership follows the inventory snapshot; moving physical coins transfers currency, not the recorded ability.
Proposed power · testing only
Snorlax · Power Nap
When: Your flop turn.
Replace both of your private cards face-down.
Proposed power · testing only
Chikorita · Sweet Scent
When: Your flop turn.
Freeze betting at the current flop bet level. Players who still owe that amount must call or fold; no further raises. Then move to the turn. This does not skip outstanding calls.
Proposed power · testing only
Sprigatito · Pounce
When: Your turn, after the turn card.
Draw one extra private card, then discard one so you keep two private cards.
Proposed power · testing only
Froakie · Bubble That
When: Immediate counter, before the dealer moves cards.
Cancel an announced power. The original power’s charge and the counter’s charge are both spent. No counter-to-counter chains.
Proposed power · testing only
Pikachu-face anniversary coin · Boo
When: After the final hand.
Take one coin from the chip leader if that leader has more than you. Both Boo effects resolve simultaneously from the same pre-Boo standings.
Proposed power · testing only
Darkrai · Nightmare
When: Your flop turn; unlock point pending.
Replace the entire three-card flop. Prior bets and folds still stand. Froakie can counter before cards move. The unlock timing for the 90 + 90 minute pilot still needs an owner decision.
Coin images are sourced product images, normalized for consistent display.
STORY / RESULTS
No event results recorded yet.
This chapter is ready for the real story, whenever it happens.
The world at the table.
Persistent characters. Membership is not attendance.
CURRENT STANDINGS · UPDATED 20 OCTOBER 2026
The story carries on.
Totals = honorary seed + earned placement points from active, verified results of completed events. This is a reviewed local snapshot, not synchronized live scoring.
Medium Build: 1 honorary point, 0 earned points. No event win is represented. All other characters: 0.
Persistent character standings. Equal totals share rank; ID order within ties is only a display order.
Rank
Character
Honorary
Earned
Total
PERSISTENT CHARACTERS
In the world.
Characters stay here, even when they miss a game night. Their profiles and points do not reset with attendance.
Mitchell connected the Medium Build inspiration to a recurring world of shared play. The chapter-specific memories, dates and personal meaning remain his to supply. Listening counts cannot establish what caused creativity or emotional change.